UE4:ver.4.19.0
まだデフォルトのLUTでもON/OFFで若干色味が変わってしまってるっぽい?
テストしたマテリアル手順
- LUTテクスチャのFilterを “Tri-linear” に
- PostProcessMateiralを “Before Tonemapping” に
- LUTテクスチャの設定を下記に
- Filterを “Tri-linear” に
- Texture Groupを “ColorLookupTable” に
- Mateiralの設定を下記に
- Mateiral Domainを “Post Process” に
- Blendable Locatinを “Before Tonemapping” に
- ノードを下記に
- Customノードはこんな感じ
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static const float LUTSize = 16;
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#if POST_PROCESS_MATERIAL
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// ColorLookupTable
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{
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// sRGBToLinear
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{
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LinearColor = max(6.10352e-5, LinearColor); // minimum positive non-denormal (fixes black problem on DX11 AMD and NV)
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LinearColor = LinearColor > 0.04045 ? pow( LinearColor * (1.0 / 1.055) + 0.0521327, 2.4 ) : LinearColor * (1.0 / 12.92);
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}
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float3 LUTEncodedColor;
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#if 0 // if( r.HDR.Display.OutputDevice >= 3 )
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// LinearToST2084
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{
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const float m1 = 0.1593017578125; // = 2610. / 4096. * .25;
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const float m2 = 78.84375; // = 2523. / 4096. * 128;
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const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1;
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const float c2 = 18.8515625; // = 2413. / 4096. * 32;
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const float c3 = 18.6875; // = 2392. / 4096. * 32;
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const float C = 10000.;
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float3 L = LinearColor/C;
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float3 Lm = pow(L, m1);
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float3 N1 = ( c1 + c2 * Lm );
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float3 N2 = ( 1.0 + c3 * Lm );
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float3 N = N1 * rcp(N2);
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float3 P = pow( N, m2 );
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LUTEncodedColor = P;
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}
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#else
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float LinearRange = 14;
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float LinearGrey = 0.18;
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float ExposureGrey = 444;
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float3 Lin;
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// LogToLin(0)
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{
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Lin = exp2( ( float3(0,0,0) - ExposureGrey / 1023.0 ) * LinearRange ) * LinearGrey;
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}
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// LinToLog
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{
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// Using stripped down, 'pure log', formula. Parameterized by grey points and dynamic range covered.
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float3 LogColor = log2(LinearColor + Lin) / LinearRange - log2(LinearGrey) / LinearRange + ExposureGrey / 1023.0; // scalar: 3log2 3mad
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//float3 LogColor = (log2(LinearColor) - log2(LinearGrey)) / LinearRange + ExposureGrey / 1023.0;
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//float3 LogColor = log2( LinearColor / LinearGrey ) / LinearRange + ExposureGrey / 1023.0;
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//float3 LogColor = (0.432699 * log10(0.5 * LinearColor + 0.037584) + 0.616596) + 0.03; // SLog
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//float3 LogColor = ( 300 * log10( LinearColor * (1 - .0108) + .0108 ) + 685 ) / 1023; // Cineon
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LogColor = saturate( LogColor );
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LUTEncodedColor = LogColor;
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}
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#endif
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float3 UVW = LUTEncodedColor * ((LUTSize - 1) / LUTSize) + (0.5f / LUTSize);
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float3 OutputColor = UnwrappedTexture3DSample( TextureLUT, TextureLUTSampler, UVW, LUTSize ).rgb;
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OutputColor = OutputColor * 1.05;
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// sRGBToLinear
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{
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// OutputColor = max(6.10352e-5, OutputColor); // minimum positive non-denormal (fixes black problem on DX11 AMD and NV)
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// OutputColor = OutputColor > 0.04045 ? pow( OutputColor * (1.0 / 1.055) + 0.0521327, 2.4 ) : OutputColor * (1.0 / 12.92);
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}
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return OutputColor;
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}
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#else
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return float3(0,0,0);
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#endif
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